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Event Discussion: 極楽往生おころりよ (★5 Hasedou-jou Event)

Construction style event with Mountain-type bonus. Collect crafting materials from the event maps and use 200 of them plus 1000 gold to craft for a chance for ★3 Sunomata-jou or ★5 Hasedou-jou

Rewards:
★5 Hasedou-jou [Mountai] [Song]
Skill: Increases DEF by 20 and reduces Delay by 4% for each upgrade for all castles in range
Stratagem: Block up to 500 damage for a target for all targets in range. (Targets Tono/Castle/Warehouse/Token). (Range: Medium)

★3 Sunomata-jou [Plains] [Gun]
Skill: Increases Refund from retreating or destruction by 27% and reduces Redeployment Time by 37% for all castles.
Kai Skill: Increases Refund from retreating or destruction by 27% and reduces Redeployment Time by 37% for all castles.
Increases Regen by 20 for all castles in range.

29 is fairly safe to shoot down on the enemies. You can back her up at 20/22/25 fairly easily with any number of melee depending on how many leak through, or further back at 19. I say a multitarget Bow/Crossbow/Throwing Blade is a good choice. You'll have to worry about the bombs that appear here though. If they walk too far forward, towards 27, they can splash 29, and also deal damage to all the other tiles. When two at a time get dropped in, there may be too many other enemies to shoot the bombs down from a safe range.
8 is a good spot to defend A/B/C/D, it's fairly simple. Just a decently tanky melee, and you can add a ranged support at 12 to take care of the few flying enemies and chip the other things that walk through. Be careful of the shield bearers as they'll draw fire from your ranged units, and the drill which can kill 8 if you're not paying attention.
24 can chip at the sumos for a very long time. It's pretty simple to kill the one on the right, but the one on the left goes into hiding until the end of Round 2. Afterwards, she can support the low ground, especially when the second sumo comes back around.
J is relatively safe. The only enemies that seem to hit it are the shielders, so if you either kill them outright when they pass 8, or get them down to 1 or 2, you can leave 30 empty.
If you can't tank the sumo, be prepared to have good ranged support at 21/24/26/29 to shoot down the one that walks through the path, and have a melee to stop the other units and retreat her when it gets too close.

E-5: 60 Stamina
Waves:
Special Mission: Complete without losing any warehouses (any difficulty)
Reward: Tsubasa [Kaiichi]
Materials: 48~60
Don't forget about the warehouses I and J at the bottom right.

E-X2: 95 Stamina
Waves: 2
Special Mission: Complete without losing any warehouses (any difficulty)
Reward: ★5 Hasedou-jou
Special Mission 2: Complete without losing any warehouses (hard)
Reward: ★3 長巻（+3）
Materials: 136~152
A very strong blocker at 4 or 6 can defend the bottom left lane by herself on Normal, but needs support on Hard. A Shield + Spear or Shield + Ranged is good. The bears do a lot of damage though so be careful. If you're successful, you won't need anything on the I/24-26-29-30 lane.
Ranged + Melee at 28 + 25 is a good way to defend FGHJ. You'll likely need a few upgrades to survive the bigger cannoneers and to stop the large groups.
Melee at 15 + 18 is probably key to defending the warehouses and overall map afterwards. You can add support at 16/19/21. Spear at 19 would be good for additional damage. I use Bicchuu-Matsuyama's token there though for extra ki though. Be careful in Round 2 at the start where the archers will shoot it down very fast. On Hard, it can be difficult to keep a Blocker at high HP on 15 if you don't bring healing because of how much damage everything chips with. Frankenstein + Kannonji is a good combo because of the block + ATK reduction. Add someone with +DEF and/or some healing to stay afloat or more damage to burst through the enemies.
Remember to place your ranged units first and then place your melees last so they don't get shot down quickly. The starting archer near 8/9/11 locks down those tiles and you can't place anything near it.
If you want to take out the flags, which give the enemies +HP and +ATK, you'll want a ranged unit at 1/3, 18/21, and a spear at 29/30. They're surprisingly tanky though.